One of the facets of fantasy role-playing gaming that has bothered us over the years is the experience point systems in games. Granted, these are a staple of role-playing games, with XP charts going up into the millions to reflect what it takes to be maximum level and all that stuff. But really, are they needed?
In casual games where I don't know if the group will be around the next week I am giving a level a session. In any sort of casual game I prefer giving out larger rewards, or have games where some improvement is reflected at the end of the night, even if it is Legend's 1-10% per-skill improvement.
Give me something here, game! I get s strange feeling sitting there and saying "nope, nobody improved tonight, nice session all!" It's not that I run gimme games, it is just that I want a game that awards something more than empty numeric progression at the end of the night.
Going by the book and awarding 900 XP when 1,000 would level everyone is a pretty dickish move, and I don't really see the point in having a system that maths every point down to the fraction, divides contributions, and generally goes out of its way to short players on XP awards. Yes, in these cases, I would tend to just give out the full 1,000 XP and be done with it.
The CR system out of D&D 3 and Pathfinder feels off to me. I am not a fan of math that tries to rate something as subjective and subject to roleplaying solutions as "challenge" and I don't find the system at all useful when it is used with a full mathematical calculation rating this, that, party level, composition, and so on. If you introduce one overpowered splatbook class or high-level mage to a party it throws the whole system out of whack.
I mean seriously, if an Orc is only worth 50 XP, make him worth 50 XP and be done with it. I do not want to sit here with a calculator to figure out encounter difficulty. If you can come up with a chart saying at level 1, an average encounter for a group of five players should be a total of 250 XP, then say that and rate everything accordingly. I can pick five 50 XP Orcs, or two Orcs and a 150 XP Ogre.
And don't have me dividing things or multiplying by something like 80% because of any factor either, keep XP simple and straightforward.
But then again, why? Just say "if you have a great adventure, give everyone a level" and then structure your level system around that. If you are worried about running out of levels too quickly, then make the game go 50 levels and set the bar there. Get rid of the whole system that just grinds on as levels go higher, and that grind forces players to become increasingly greedy themselves as they maximize their point earning opportunities. Make it about completing stories and adventures, and get rid of the math that punishes having fun.
Yes, there are tropes in role-playing, and an ever increasing XP pile is one of them. However, we shouldn't be blinded by keeping them around if they encourage a negative play experience, especially at higher levels. Leave tracking millions of experience points to video games and MMOs, where slow progression keeps you paying a subscription fee, and think outside of the box. Create reward systems that encourage play and reward coming back each week, and tailor them to a feel-good reward at the end of a long session.
To me, getting rid of the math and ever-decreasing rewards feels like a better answer than sticking with systems we held onto for far too long, and we need to engineer better end-of-night experiences other than, "Come back next week, I know you are 33 XP short of level 9, but you'll make it!"
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